Dwarf War Chief
Medium natural humanoid
Level 6 Elite Soldier XP 500
|HP 144; Bloodied 72||Initiative +7|
|AC 22, Fortitude 19, Reflex 17, Will 18||Perception+6|
|Speed 5||Low-light vision|
|Saving Throws +2 (+7 against poison effects); Action Points 1|
Stand the Ground
Whenever the war chief is pulled, pushed, or slid, it can move 1 square less than the effect specifies.
The war chief can make a saving throw to avoid falling prone when an attack would knock it prone.
Greatclub (weapon) At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 5 damage, and the war chief gains 5 temporary hit points.
Spinning Club (weapon) Recharge
Attack: Close burst 1 (enemies in the burst); +8 vs. Reflex
Hit: 3d8 + 5 damage. If the war chief hits a target marked by it, each enemy in the burst is immobilized until the start of the war chief’s next turn.
Battlefield Focus Recharge when the marked enemy or enemies drop to 0 hit points or fewer
Effect: The war chief marks one or two enemies it can see within 10 squares of it until the end of the encounter.
Brutal Club (weapon) At-Will
Trigger: An enemy adjacent to the war chief and marked by it moves, shifts, or makes an attack.
Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +10 vs. AC
Hit: 2d8 + 5 damage, the target is immobilized until the start of the war chief’s next turn, and the war chief gains 5 temporary hit points.
Skills Dungeoneering +11, Endurance +11, Intimidate +10
Str 19 (+7) Dex 14 (+5) Wis 16 (+6)
Con 16 (+6) Int 12 (+4) Cha 14 (+5)
Alignment Unaligned Languages Common, Dwarven
Equipment: greatclub , hide armor .
Published in Dark Sun Creature Catalog, page(s) 41.